39 lines
1.8 KiB
C#
39 lines
1.8 KiB
C#
using SVSim.BattleNode.Protocol;
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using SVSim.BattleNode.Protocol.Bodies;
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namespace SVSim.BattleNode.Sessions.Dispatch.Handlers;
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internal sealed class TurnEndHandler : IFrameHandler
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{
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public IReadOnlyList<DispatchRoute> Handle(FrameDispatchContext ctx)
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{
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// case 4: Bot — Judge to sender only (no real opponent; client flips back to its local AI).
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if (ctx.Type == BattleType.Bot && ctx.SenderPhase == BattleSessionPhase.AfterReady)
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return new[] { new DispatchRoute(ctx.From, BattleFrames.BuildJudgeBroadcast(), false) };
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// case 8: general AfterReady arm — matches (and consumes) for any non-Bot type once the
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// sender is AfterReady, even if it yields no routes (legacy `break;`).
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if (ctx.SenderPhase == BattleSessionPhase.AfterReady)
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{
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if (ctx.Type == BattleType.Pvp && ctx.BothAfterReady())
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{
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// Opponent sees {turnState}; receiving TurnEnd drives its SendJudge (handover gate).
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// battleCode/actionSeq/cemetery are dropped. The paired Judge{spin} is emitted by
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// JudgeHandler when the active player sends its own Judge frame.
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var te = ctx.Env with { Body = new TurnEndBody(TurnState: 0) };
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return new[] { new DispatchRoute(ctx.Other, te, false) };
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}
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if (ctx.Type == BattleType.Scripted)
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return new[] { new DispatchRoute(ctx.Other, ctx.Env, false) };
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return Array.Empty<DispatchRoute>(); // Pvp-not-both-ready → drop (Bot already returned above)
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}
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// case 11: scripted-bot TurnEnd whose sender has no handshake phase (test stub) → forward.
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if (ctx.IsScriptedBot(ctx.From))
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return new[] { new DispatchRoute(ctx.Other, ctx.Env, false) };
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return Array.Empty<DispatchRoute>();
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}
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}
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